Monastery Balancing
Posted: Tue Mar 10, 2020 11:19 pm
Well ive been using the new crusader units a lot and wanted to put my thoughts out on the balancing. I think it would be good to discuss these things as im not too sure about it and havent played with the new units too long
1)should the monastery train units like the disband knight? Seems like the units are too similar to castle units and dont make much sense with the theme
2) i think i discussed this earlier with endru, teuton knight should be taken out of castle as he said it is meant for unique units. Also maybe make it trainable in priory? Seems like a waste of time to train out of mega buildings which can produce much more powerful and unique units. Also priory feels empty right now
3)priory feels empty right now, mentioned above
4)new mounted teutonic knight feels underpowered, loses in a one on one fight against cavalier even if it attacks first
I think the 6 turn cost is justified on templars who have a very strong healing ability(very useful) however would propose to move mounted teutonic cost down to 5 as conversion is risky and definitely weaker than healing, loses to cavalier and nearly heavy knight and cant even scratch a templar
5)Some visual problems such as komtur feathers staying pink( wrong shade of pink and didnt turn into team colour i guess), similar problem on some stages of monastery building
And finally, is there some other calculations behind conversion, because i was trying to convert units with my teutons and it worked very rarely?
Anyway sorry for rant
1)should the monastery train units like the disband knight? Seems like the units are too similar to castle units and dont make much sense with the theme
2) i think i discussed this earlier with endru, teuton knight should be taken out of castle as he said it is meant for unique units. Also maybe make it trainable in priory? Seems like a waste of time to train out of mega buildings which can produce much more powerful and unique units. Also priory feels empty right now
3)priory feels empty right now, mentioned above
4)new mounted teutonic knight feels underpowered, loses in a one on one fight against cavalier even if it attacks first
I think the 6 turn cost is justified on templars who have a very strong healing ability(very useful) however would propose to move mounted teutonic cost down to 5 as conversion is risky and definitely weaker than healing, loses to cavalier and nearly heavy knight and cant even scratch a templar
5)Some visual problems such as komtur feathers staying pink( wrong shade of pink and didnt turn into team colour i guess), similar problem on some stages of monastery building
And finally, is there some other calculations behind conversion, because i was trying to convert units with my teutons and it worked very rarely?
Anyway sorry for rant